Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.5.0

Select First Escort 1.5.0

Creates a setting under Game Options/Gameplay for selecting the
first escort that will spawn.

This is intended to allow players to make characters that rely on a certain
escort reward without having to reroll repeatedly or savescum to get what they
need, but not gain the advantage of selecting ALL the escorts to get the best
possible reward every time. With this addon, only the first escort to spawn
will be of the selected type; all others will be randomly selected.

An advantage of this over addons that allow selecting the escort type when it
spawns is that it is less likely to cause bugs. This addon does not create a
new in-game menu, but rather handles selection through the settings menu.
Escorts are generated using the standard quest code.

Possessor Bonus Class 1.5.4

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase movement speed by 553% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 5 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Dexterity stat.

Infusion: Movement

Class Talents

Psionic / Absorption

1.30

Effective talent level: 6.5Use mode: SustainedSustain psi cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a mind powerDescription: Surround yourself with a shield that will absorb 61% of any physical/acid/nature/temporal attack, up to a maximum of 83 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 55.8 points of damage absorbed, up to a maximum 3.2 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once.

Kinetic Shield

5/5

Effective talent level: 6.5Use mode: SustainedSustain psi cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a mind powerDescription: Surround yourself with a shield that will absorb 61% of any fire/cold/light/arcane attack, up to a maximum of 83 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 55.8 points of damage absorbed, up to a maximum 3.2 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once.

Thermal Shield

5/5

Effective talent level: 6.5Use mode: SustainedSustain psi cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a mind powerDescription: Surround yourself with a shield that will absorb 61% of any lightning/blight/darkness/mind attack, up to a maximum of 83 damage per attack.
Every time your shield absorbs damage, you convert some of the attack into energy, gaining one point of Psi, plus an additional point for every 55.8 points of damage absorbed, up to a maximum 3.2 points each turn.
At talent level 3, when you de-activate the shield twice the absorbed damage (if any) in the last 3 turns is released as a full psionic shield (absorbing all damage).
The maximum amount of damage your shield can absorb and the efficiency of the psi gain scale with your mindpower.
You can only have two of these shields active at once.

Charged Shield

5/5

Effective talent level: 0.0Use mode: SustainedSustain psi cost: 30Range: melee/personalCooldown: 40Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a mind powerDescription: Surround yourself with a forcefield, reducing all incoming damage by -25%.
Such a shield is very expensive to maintain, and will drain 5% of your maximum psi each turn and 5% more for each turn you have it maintained. For example, on turn 2 it will drain 10%.

Forcefield

0/5

Psionic / Augmented striking

1.30

Effective talent level: 3.9Use mode: ActivatedPsi cost: 10Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Focus kinetic energy and strike an enemy for 182% weapon damage as physical.
They will be pinned to the ground for 5 turns by the force of this attack.
Any frozen creature hit by this attack will take an extra 147.26 physical damage.
The extra damage will scale with your Mindpower.

Kinetic Strike

3/5

Effective talent level: 3.9Use mode: ActivatedPsi cost: 10Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Focus thermal energy and strike an enemy for 182% weapon damage as cold.
A burst of cold will then engulf them, doing an extra 147.3 Cold damage and also freeze them for 5 turns.
If the attack freezes a pinned creature a burst of ice is summoned, circling the caster and the creature with a wall of ice for 3 turns.
The cold burst damage will scale with your Mindpower.

Thermal Strike

3/5

Effective talent level: 3.9Use mode: ActivatedPsi cost: 10Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Focus charged energy and strike an enemy for 182% weapon damage as lightning.
Energy will then discharge from your weapon, doing an extra 158.06 lightning damage and halving their stun/daze/freeze/pin resistance for 5 turns.
If Charged Shield is sustained and the target pinned it will increase the absorbed value by 237.09.
If the target frozen the ice will melt in a flash of vapour, knocking back all creatures around it in radius 2.
The discharge damage will scale with your Mindpower.

Charged Strike

3/5

Effective talent level: 1.3Use mode: PassiveDescription: Wrap a psionic energy field around your weapons, increasing their armour penentration by 4 and allowing you to siphon excess energy from each weapon hit you land, gaining 1.2 psi per hit.

Psi Tap

1/5

Psionic / Voracity

1.30

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You draw kinetic energy from your surroundings to replenish your Psi.
This will slow all targets within radius 0 by 15% (max 15%) for four turns, draining 2.3 (max 4.0) stamina from each.
You replenish 4 (max 7) Psi from the first target, with each additional target restoring 20% less than the one before it.
The strength of these effects increases as your Psi depletes and with your Mindpower.

Kinetic Leech

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You draw thermal energy from your surroundings to replenish your Psi.
This will freeze all targets within radius 0 for 1 (max 1) turns, and deal 8.1 (max 14.5) Cold damage.
You replenish 4 (max 7) Psi from the first target, with each additional target restoring 20% less than the one before it.
The damage and the strength of these effects increases as your Psi depletes and with your Mindpower.

Thermal Leech

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You draw electical potential energy from your surroundings to replenish your Psi.
This deals 7.5 (max 13.3) Lightning damage to all targets around you within radius 0, and has a 15% (max 15%) chance to daze them for 3 turns.
You replenish 4 (max 7) Psi from the first target, with each additional target restoring 20% less than the one before it.
The strength of these effects increases as your Psi depletes and with your Mindpower.

Effective talent level: 0.0Use mode: ActivatedPsi cost: 10Range: 2Cooldown: 3Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Focus energies into a beam to lash all creatures in a line with physical force, doing 17 Physical damage and knocking them off balance (-15% damage penalty) for 2 turns.
The damage will scale with your Mindpower.

Mindlash

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 20Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Telekinetically energize the matter of all foes within 2 squares at the molecular level, setting them ablaze. This does 36.9 fire damage over six turns.

Pyrokinesis

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 15Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Mentally focus electricity into a ball of plasma and hurl it at the target.
The plasma will explode on impact, dealing 24.0 Lightning damage within radius 1.
This talent will apply cross tier Brainlock.
The damage will increase with your Mindpower.

Brain Storm

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your Iron Will improves your stun immunity by -1% and gives you a 4% chance of recovering from a random mental effect each turn.

Iron Will

0/5

Psionic / Kinetic mastery

1.30

Effective talent level: 1.3Use mode: ActivatedPsi cost: 20Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: For 5 turns your telekinesis transcends your normal limits, increasing your Physical damage by 11% and you Physical resistance penetration by 7%.
In addition:
The cooldowns of Kinetic Shield, Kinetic Leech, Kinetic Aura, Kinetic Strike and Mindlash are reset.
Kinetic Aura effects will have their radius increased by 1.
Your Kinetic Shield will have 100% absorption efficiency and will absorb twice the normal amount of damage.
Mindlash will also inflict stun.
Kinetic Leech will put enemies to sleep.
Kinetic Strike will hit 2 adjacent enemies in a sweeping attack.
The damage bonus and resistance penetration scale with your Mindpower.
Only one Transcendent talent may be in effect at a time.

Transcendent Telekinesis

1/5

Effective talent level: 2.6Use mode: ActivatedPsi cost: 20Range: 8Cooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Build telekinetic power and dump it onto an adjacent creature or yourself.
This will launch them to where ever you target in a radius of 8.

Upon landing, launched enemy takes 109.0 Physical damage and is stunned for 4 turns.
All other creatures within radius 2 of the landing point take 54.5 Physical damage and are knocked away from you.
This talent ignores 35% of the knockback resistance of the thrown target, which takes half damage if it resists being thrown.

When used on yourself, you will launch in a straight line, knocking enemies flying and doing 109.0 Physical damage to each.
You can break through 4 walls while doing this.
The damage improves with your Mindpower and the range increases with Mindpower.

Kinetic Surge

2/5

Effective talent level: 1.3Use mode: SustainedSustain psi cost: 25Range: 4Cooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: You learn to devote a portion of your attention to mentally swatting, grabbing, or otherwise deflecting incoming projectiles.
All projectiles targeting you have a 18% chance to instead target another spot within radius 1 and move 18% slower.
If you choose, you can use your mind to grab all projectiles within radius 10 of you and hurl them toward any location within range 4 of you, but this will break your concentration.
To do this, deactivate this sustained talent.

Effective talent level: 2.6Use mode: SustainedSustain psi cost: 10Range: 6Cooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Fills the air around you with reactive currents of force.
If you have a gem or mindstar in your psionically wielded slot, this will do 21.7 Physical damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 21.7 Physical damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of kinetic energy is released as a range 6 beam, smashing targets for up to 217 physical damage and sending them flying.Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once.

Kinetic Aura

2/5

Effective talent level: 2.6Use mode: SustainedSustain psi cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Fills the air around you with reactive currents of furnace-like heat.
If you have a gem or mindstar in your psionically wielded slot, this will do 22.6 Fire damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 22.6 Fire damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of thermal energy is released as a conical blast (radius 6) of superheated air. Anybody caught in it will suffer up to 226 fire damage over several turns.Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself. The damage will improve with your Mindpower.
You can only have two of these auras active at once.

Thermal Aura

2/5

Effective talent level: 0.0Use mode: SustainedSustain psi cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Fills the air around you with crackling energy.
If you have a gem or mindstar in your psionically wielded slot, this will do 2.9 Lightning damage to all adjacent enemies, costing 0.5 energy per creature.
If you have a conventional weapon in your psionically wielded slot, this will add 2.9 Lightning damage to all your weapon hits, costing 0.5 energy per hit.
When deactivated, if you have at least 7 energy, a massive spike of electrical energy jumps between up to 3 nearby targets, doing up to 28.8 Lightning damage to each with a 50% chance of dazing them.Activating the aura takes no time but de-activating it does.
To turn off an aura without spiking it, deactivate it and target yourself.
You can only have two of these auras active at once.

Charged Aura

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 30Range: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Overcharge your psionic focus with energy for 1 turns, producing a different effect depending on what it is.
A telekinetically wielded weapon enters a frenzy, striking up to 1 enemies per turn, also increases the radius by 1.
A mindstar will attempt to pull in all enemies within its normal range.
A gem will fire an energy bolt at a random enemy in range 6, each turn for 13.0 damage. The type is determined by the colour of the gem. Damage scales with Mindpower.

Frenzied Focus

0/5

Psionic / Psi-fighting

1.30

Effective talent level: 2.6Use mode: ActivatedPsi cost: 10Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Gather your will, and brutally smash the target with your mainhand weapon and then your telekinetically wielded weapon, doing 133% weapon damage.
If your mainhand weapon hits, you will also stun the target for 3 turns.
This attack uses 60% of your Willpower and Cunning instead of Strength and Dexterity to determine weapon damage and accuracy, for both attacks.
Any active Aura damage bonusses will extend to the weapons used for this attack.

Effective talent level: 0.0Use mode: ActivatedPsi cost: 10Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a mind powerDescription: Assume a defensive mental state.
For one turn, you will fully block the next melee attack used against you with your telekinetically-wielded weapon and then strike the attacker with it for 75% weapon damage.
At raw talent level 3 you will also disarm the attacker for 3 turns.
At raw talent level 5 you will be able to reflexively block up to one attack per turn with a 21% chance, based on your cunning. Each trigger requires and uses 10 Psi.
This requires a telekinetically-wielded weapon.

Warding Weapon

0/5

Effective talent level: 0.0Use mode: ActivatedPsi cost: 20Range: 3Cooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Focus your will into a powerful thrust of your telekinetically-wielded weapon to impale your target and then viciously rip it free.
This deals 150% weapon damage and then causes the victim to bleed for 25.1 Physical damage over four turns.
At level 3 the thrust is so powerful that it has 820% chance to shatter a temporary damage shield if one exists.
The bleeding damage increases with your Mindpower.

Impale

0/5

Generic Talents

Cunning / Survival

1.00

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Wild-gift / Mindstar mastery

1.20

Effective talent level: 6.0Use mode: SustainedSustain equilibrium cost: 18Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Channel your mental power through your wielded mindstars, generating psionic blades.
Mindstar psiblades have their damage modifiers (how much damage they gain from stats) multiplied by 1.87, their armour penetration by 1.90 and mindpower, willpower and cunning by 1.87.
Also increases Physical Power by 60 and increases weapon damage by 55% when using mindstars.

Psiblades

5/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 7Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature gift and a mind powerDescription: You touch the target with your psiblade, bringing the forces of nature to bear on your foe.
Thorny vines will grab the target, slowing it by 17% and dealing 2.07 nature damage each turn for 10 turns.
Damage will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1).

Thorn Grab

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 20Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: Smash your psiblades into the ground, creating a tide of crystallized leaves circling you in a radius of 3 for 7 turns.
All foes hit by the leaves will start bleeding for 7.07 per turn (cumulative).
All allies hit will be covered in leaves, granting them 11% chance to completely avoid any damaging attack.
Damage and avoidance will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1).

Leaves Tide

0/5

Effective talent level: 0.0Use mode: ActivatedEquilibrium cost: 5Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a nature gift and a mind powerDescription: You hit a foe with your mainhand psiblade doing 250% weapon damage, channeling all the damage done through your offhand psiblade with which you touch a friendly creature to heal it.
The maximum heal possible is 66. Equilibrium of the healed target will also decrease by 10% of the heal power.
Max heal will increase with your Mindpower and Mindstar power (requires two mindstars, multiplier 1).

Nature's Equilibrium

0/5

Psionic / Finer energy manipulations

1.30

Effective talent level: 1.3Use mode: ActivatedPsi cost: 15Range: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Realign and readjust your body with the power of your mind, curing up to 1 detrimental physical effects and healing you for 162 life.
The life healed increases with your Mindpower.

Realign

1/5

Effective talent level: 1.3Use mode: PassiveDescription: Manipulate forces on the molecular level to realign, rebalance, and hone a weapon, set of body armor, or a shield. (Mindstars resist being adjusted because they are already in an ideal natural state.)
The accuracy and damage of any weapon will act as if 6 higher.
Your total armour will increase by 6 and your fatigue rating by 3 for each body armour and shield worn.
The effects increase with your Mindpower.

Reshape Weapon/Armour

1/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 50Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Matter is energy, as any good Mindslayer knows. Unfortunately, the various bonds and particles involved are just too numerous and complex to make the conversion feasible in most cases. The ordered, crystalline structure of a gem, however, make it possible to transform a small percentage of its matter into usable energy.
This talent consumes one gem and grants 2 energy per turn for between 5 and 13 turns, depending on the quality of the gem used.
This process also creates a resonance field that provides the (imbued) effects of the gem to you while this effect lasts.

Matter is Energy

0/5

Effective talent level: 0.0Use mode: PassiveDescription: By carefully synchronizing your mind to the resonant frequencies of your psionic focus, you strengthen its effects.
For conventional weapons, this increases the percentage of your willpower and cunning that is used in place of strength and dexterity for all weapon attacks, from 60% to 60%.
For mindstars, this increases the chance to pull enemies to you by +0%.
For gems, this increases the bonus stats by 0.

Resonant Focus

0/5

Psionic / Augmented mobility

1.30

Effective talent level: 6.5Use mode: SustainedSustain psi cost: 10Range: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a mind powerDescription: You telekinetically float just off the ground.
This allows you to slide around the battle quickly, increasing your movement speed by 59%.
It also makes you more vulnerable to being pushed around (-25% knockback resistance).

Effective talent level: 0.0Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 4.0Use mode: PassiveDescription: Increases Physical Power by 40, and increases weapon damage by 45% when using swords, axes or maces.

Weapons Mastery

4/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

talent

Thermal Aura

talent

Thermal Shield

talent

Psiblades

talent

Kinetic Shield

talent

Augmentation

talent

Skate

talent

Beyond the Flesh

talent

Deflect Projectiles

talent

Kinetic Aura

detrimental effect

The target is on fire, taking 52.45 fire damage per turn.

Burning

detrimental effect

The more you use infusions, the longer they will take to recharge (+4 cooldowns).

Infusion Saturation

beneficial effect

A flow of life spins around the target, regenerating 88.40 life per turn.

Regeneration

beneficial effect

The target is recovering 13 life each turn.

Recovery

Quests

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.
You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there.
You have laid Celia to rest, putting an end to her gruesome experiments.

And now for a grave

done

After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.

Back and Back and Back to the Future

done

You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell.
As a reward you improved Willpower by +2.

Escort: injured seer (level 2 of Dreadfell)

done

You successfully escorted the injured seer to the recall portal on level 2 of Trollmire.
As a reward you improved Willpower by +2.

Escort: injured seer (level 2 of Trollmire)

done

You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell.
As a reward you improved Willpower by +2.

Escort: injured seer (level 6 of Dreadfell)

done

You failed to protect the lone alchemist from death by giant green ant.

Escort: lone alchemist (level 1 of Old Forest)

failed

You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire.
As a reward you improved Willpower by +2.

Escort: lost anorithil (level 3 of Trollmire)

done

You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara.
As a reward you improved Willpower by +2.

Escort: lost sun paladin (level 1 of Daikara)

done

You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest.
As a reward you improved Willpower by +2.

Escort: lost sun paladin (level 2 of Old Forest)

done

You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest.
As a reward you improved talent Vitality (+1 level(s)).

Escort: lost warrior (level 3 of Old Forest)

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge fire dragon that dwelled there.

Into the darkness

done

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Possessed.

Of trolls and damp caves

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress power system.* You have unlocked the training room.* You have unlocked the hall of reflections.* You have upgraded your rod of recall to transport you to the fortress.* You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal.

The fortress's current energy level is: 118.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.

Storming the city

done

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ritch stinger. * You've found the needed black mamba head.

The Brotherhood of Alchemists

active

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
19 lumberjacks have died.

The beast within

done

You have found a slavers' compound and entered it.

You decided to join the slavers and take part in their game. You won the ring of blood!

You decided you cannot let slavers continue their dirty work and destroyed them!

Till the Blood Runs Clear

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.

Islavena (0 def, 2 armour)

Light source

Planar Beacon
Powered by arcane forces1.00 Encumbrance.

[Unique]
Type: lite / lite

When wielded/worn:
Light radius: +3It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) :Effective talent level: 2.0Power cost: 25 out of 25/25.Range: 5Travel Speed: instantaneousIs: a spellDescription: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 51.95 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 51.95 demonfire damage over 4 turns.
Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns.
The damage will scale with your Spellpower and the range will increase with the talent level.

When wielded/worn:
Armour: +1
Fatigue: +1%
Changes stats: +2 Cun / +2 Dex
Silence immunity: +22%
Confusion immunity: +22%
Stun/Freeze immunity: +20%It can be used to activate talent Disengage, placing all other charms into a 15 cooldown :Effective talent level: 2.0Power cost: 15 out of 15/15.Range: 7Travel Speed: instantaneousDescription: Jump back up to 4 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

When wielded/worn:
Damage when hit (Melee): 25 darkness
Disarm immunity: +100%The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own.

The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

A cloth vestment. It offers no intrinsic protection but can be enchanted.

focusing cashmere robe of power (2 def, 0 armour)

Inventory

This item will automatically be transmogrified when you leave the level.healing infusion (heal 39)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 1

When inscribed on your body:Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to instantly heal yourself for 39 and cleanse 1 wound and 1 poison effect.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

healing infusion (heal 39)

heroism infusion of the sneak (+16 for 9 turns, die at -549)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 3

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 26Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to increase three of your primary stats by 16 for 9 turns.
While Heroism is active, you will only die when reaching -549 life.
It will always increase your three highest stats.
If your life is below 0 when this effect wears off it will be set to 1.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

heroism infusion of the sneak (+16 for 9 turns, die at -549)

This item will automatically be transmogrified when you leave the level.insidious poison infusion of the duelist (44 nature damage, 37% healing reduction)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 2

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 4Cooldown: 23Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to spit a bolt of poison doing 43.56 nature damage per turn for 7 turns, and reducing the target's healing received by 37%.
The sudden stream of natural forces also strips you of one random detrimental magical effect.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

This item will automatically be transmogrified when you leave the level.sun infusion (rad 5; power 21; turns 4; dispels darkness)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 1

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10).
The light is so powerful it will also banish magical darkness
It will also blind any creatures caught inside (power 21) for 4 turns.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

sun infusion (rad 5; power 21; turns 4; dispels darkness)

This item will automatically be transmogrified when you leave the level.sun infusion (rad 8; power 20; turns 4; dispels darkness)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 1

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10).
The light is so powerful it will also banish magical darkness
It will also blind any creatures caught inside (power 20) for 4 turns.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

sun infusion (rad 8; power 20; turns 4; dispels darkness)

This item will automatically be transmogrified when you leave the level.wild infusion (resist 23%; cure physical)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 1

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 19Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 5 turns.

Also removes cross-tier effects of the affected types for free.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

wild infusion (resist 23%; cure physical)

This item will automatically be transmogrified when you leave the level.wild infusion (resist 12%; cure physical)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 1

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 12% for 4 turns.

Also removes cross-tier effects of the affected types for free.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

wild infusion (resist 12%; cure physical)

This item will automatically be transmogrified when you leave the level.acid wave rune (101 acid damage; disarm 5 turns with power 21)
Powered by arcane forces0.10 Encumbrance.

Type: scroll / rune ; tier 2

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 101.37 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save).
The surge of natural acids will remove one detrimental magical effect from you.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

acid wave rune (101 acid damage; disarm 5 turns with power 21)

This item will automatically be transmogrified when you leave the level.phase door rune (range 7; power 25; dur 5)
Powered by arcane forces0.10 Encumbrance.

Type: scroll / rune ; tier 1

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 9Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Activate the rune to teleport randomly in a range of 7.
Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.

Colaryem (48-76.8 power, 12 apr)

This item will automatically be transmogrified when you leave the level.balanced dwarven-steel greatsword of crippling (37.5-60 power, 2 apr)
Requires:- Strength 24

This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot.

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

This item will automatically be transmogrified when you leave the level.acidic pouch of dwarven-steel shots of accuracy (17/17, 35-42 power, 3 apr)
Requires:- Dexterity 24

When wielded/worn:
Changes stats: +4 Cun
Changes damage: +10% mind / +10% lightningAny lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave.

This torque feels tingly to the touch, but seems to enhance your thinking.

The Jolt

This item will automatically be transmogrified when you leave the level.yew totem of thorny skin [power 49] (20 cooldown)
Infused by nature2.00 Encumbrance.

Type: charm / totem ; tier 3

It can be used to harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50%, putting all charms on cooldown for 20 turns.

Home sweet home (Roguelike)Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Arlen the Cornac Mindslayer level 1844th Dusk 122nd year of Ascendancy at 03:11see stats

Level 10 (Roguelike)Got a character to level 10.
By Arlen the Cornac Mindslayer level 108th Mirth 122nd year of Ascendancy at 05:51see stats

Level 20 (Roguelike)Got a character to level 20.
By Arlen the Cornac Mindslayer level 2051st Dusk 122nd year of Ascendancy at 01:56see stats

Rescuer of the lost (Roguelike)Rescued the merchant from the assassin lord.
By Arlen the Cornac Mindslayer level 2111st Haze 122nd year of Ascendancy at 14:50see stats

That was close (Roguelike)Killed your target while having only 1 life left.
By Arlen the Cornac Mindslayer level 2522nd Regrowth 123rd year of Ascendancy at 23:42see stats

The Arena (Roguelike)Unlocked Arena mode.
By Arlen the Cornac Mindslayer level 777th Pyre 122nd year of Ascendancy at 22:50see stats

The Restless Dead (Roguelike)Disturbed an old battlefield and survived the consequences.
By Arlen the Cornac Mindslayer level 1949th Dusk 122nd year of Ascendancy at 12:50see stats

The secret city (Roguelike)Discovered the truth about mages.
By Arlen the Cornac Mindslayer level 94th Mirth 122nd year of Ascendancy at 18:47see stats